Session Title

Digitally Teaching the Middle Ages: Case Studies (A Poster Session)

Sponsoring Organization(s)

Medieval Electronic Multimedia Organization (MEMO)

Organizer Name

Carol L. Robinson

Organizer Affiliation

Kent State Univ.-Trumbull

Presider Name

Pamela Clements

Presider Affiliation

Siena College

Paper Title 1

Teaching with King's Quest Part I

Presenter 1 Name

Kevin A. Moberly

Presenter 1 Affiliation

Old Dominion Univ.

Paper Title 2

Teaching with King's Quest Part II

Presenter 2 Name

Jessica Dambruch

Presenter 2 Affiliation

Old Dominion Univ.

Paper Title 3

Game Theories and Teaching Medieval Literature

Presenter 3 Name

John McLaughlin

Presenter 3 Affiliation

East Stroudsburg Univ.

Paper Title 4

Teaching with Lord of the Rings Online

Presenter 4 Name

Carol L. Robinson

Paper Title 5

Role-Playing Games and the Multimedia Wife of Bath Project

Presenter 5 Name

Daniel-Raymond Nadon

Presenter 5 Affiliation

Kent State Univ.

Start Date

12-5-2016 3:30 PM

Session Location

Bernhard 208

Description

What do game structures tell us about teaching and learning? What benefits are there to using games to teach? What games seem to work well and why? How does interactively with the Middle Ages develop in such structures? Are games the best way to learn? These poster presentations represent ways of addressing the potential of game-based pedagogy for medieval studies and/or medievalism(s) in educating the "gamer generation" --be it through video games or other forms of digital play.

Carol L. Robinson

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May 12th, 3:30 PM

Digitally Teaching the Middle Ages: Case Studies (A Poster Session)

Bernhard 208

What do game structures tell us about teaching and learning? What benefits are there to using games to teach? What games seem to work well and why? How does interactively with the Middle Ages develop in such structures? Are games the best way to learn? These poster presentations represent ways of addressing the potential of game-based pedagogy for medieval studies and/or medievalism(s) in educating the "gamer generation" --be it through video games or other forms of digital play.

Carol L. Robinson